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src/nfa/castle_internal.h
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101
src/nfa/castle_internal.h
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/*
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* Copyright (c) 2015, Intel Corporation
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Intel Corporation nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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/** \file
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* \brief Castle: multi-tenant repeat engine, data structures.
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*/
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#ifndef NFA_CASTLE_INTERNAL_H
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#define NFA_CASTLE_INTERNAL_H
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#include "ue2common.h"
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#include "repeat_internal.h"
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struct SubCastle {
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ReportID report; //!< report to raise on match
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u32 fullStateOffset; //!< offset within full state (scratch)
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u32 streamStateOffset; //!< offset within stream state
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u32 repeatInfoOffset; //!< offset of RepeatInfo structure
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// relative to the start of SubCastle
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char exclusive; //!< exclusive info of this SubCastle
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};
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#define CASTLE_DOT 0
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#define CASTLE_VERM 1
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#define CASTLE_NVERM 2
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#define CASTLE_SHUFTI 3
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#define CASTLE_TRUFFLE 4
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/**
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* \brief Castle engine structure.
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*
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* A Castle is a collection of repeats that all share the same character
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* reachability.
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*
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* The whole engine is laid out in memory as:
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*
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* - struct NFA
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* - struct Castle
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* - struct SubCastle[numRepeats]
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* - tables for sparse model repeats
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*
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* Castle stores an "active repeats" multibit in stream state, followed by the
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* packed repeat state for each SubCastle. If all SubCastles are mutual
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* exclusive, we store current active SubCastle id instead of "active repeats"
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* multibit in stream state. If there are both exclusive and non-exclusive
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* SubCastle groups, we use an active id for the exclusive group and a multibit
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* for the non-exclusive group.
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*
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* In full state (stored in scratch space) it stores a temporary multibit over
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* the repeats (used by \ref castleMatchLoop), followed by the repeat control
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* blocks for each SubCastle. If all SubCastles are mutual exclusive, we only
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* need to store the repeat control blocks for each SubCastle.
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*/
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struct ALIGN_AVX_DIRECTIVE Castle {
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u32 numRepeats;
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u8 type; //!< tells us which scanning mechanism (below) to use
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char exclusive; //!< tells us if there are mutual exclusive SubCastles
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char pureExclusive; //!< tells us if all SubCastles are mutual exclusive
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u8 activeIdxSize; //!< number of bytes in stream state to store
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// active SubCastle id for exclusive mode
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union {
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struct {
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char c;
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} verm;
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struct {
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m128 mask_lo;
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m128 mask_hi;
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} shuf;
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struct {
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m128 mask1;
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m128 mask2;
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} truffle;
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} u;
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};
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#endif // NFA_CASTLE_INTERNAL_H
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